Ignore:
Timestamp:
09/14/05 18:33:00 (19 years ago)
Author:
mattausch
Message:

did bsp stuff

File:
1 edited

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  • trunk/VUT/doc/SciReport/preprocessing.tex

    r255 r269  
    5757visibility sample is computed by casting a ray from an object towards 
    5858the viewcells and computing the nearest intersection with the scene 
    59 objects. All view cells pierced by the ray segment can the object and 
     59objects. All view cells pierced by the ray segment can see the object and 
    6060thus the object can be added to their PVS. If the ray is terminated at 
    6161another scene object the PVS of the pierced view cells can also be 
     
    130130 
    131131We meet these requirements by using a view cell BSP tree, where the 
    132 BSP leafs are associated with the view cells.  Using the BSP tree, we 
     132BSP tree leafs are associated with the view cells.  Using the BSP tree, we 
    133133are able to find the initial view cells with only a few view ray-plane 
    134134intersections.  The hierarchical structure of the BSP tree can be 
    135135exploited as hierarchy of view cells. If neccessary, the BSP  approach 
    136136makes it very easy to further subdivide a view cell. 
    137  
    138 Currently we use two approaches to generate the initial BSP view cell tree. 
     137Currently there are two approaches to generate the initial BSP view cell tree. 
    139138 
    140139\begin{itemize} 
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